Expand fill of convex polygon - language-agnostic

I have a convex polygon P1 of N points. This polygon could be any shape or proportion (as long as it is still convex).
I need to compute another polygon P2 using the original polygons geometry, but "expanded" by a given number of units. What might the algorithm be for expanding a convex polygon?

To expand a convex polygon, draw a line parallel to each edge and the given number of units away. Then use the intersection points of the new lines as the vertices of the expanded polygon. The javascript/canvas at the end follows this functional breakdown:
Step 1: Figure out which side is "out"
The order of the vertices (points) matters. In a convex polygon, they can be listed in a clockwise (CW), or a counter-clockwise (CCW) order. In a CW polygon, turn one of the edges 90 degrees CCW to obtain an outward-facing normal. On a CCW polygon, turn it CW instead.
If the turn direction of the vertices is not known in advance, examine how the second edge turns from the first. In a convex polygon, the remaining edges will keep turning in the same direction:
Find the CW normal of the first edge. We don't know yet whether it's facing inward or outward.
Compute the dot product of the second edge with the normal we computed. If the second edge turns CW, the dot product will be positive. It will be negative otherwise.
Math:
// in vector terms:
v01 = p1 - p0 // first edge, as a vector
v12 = p2 - p1 // second edge, as a vector
n01 = (v01.y, -v01.x) // CW normal of first edge
d = v12 * n01 // dot product
// and in x,y terms:
v01 = (p1.x-p0.x, p1.y-p0.y) // first edge, as a vector
v12 = (p2.x-p1.x, p2.y-p1.y) // second edge, as a vector
n01 = (v01.y, -v01.x) // CW normal of first edge
d = v12.x * n01.x + v12.y * n01.y; // dot product: v12 * n01
if (d > 0) {
// the polygon is CW
} else {
// the polygon is CCW
}
// and what if d==0 ?
// -- that means the second edge continues in the same
// direction as a first. keep looking for an edge that
// actually turns either CW or CCW.
Code:
function vecDot(v1, v2) {
return v1.x * v2.x + v1.y * v2.y;
}
function vecRot90CW(v) {
return { x: v.y, y: -v.x };
}
function vecRot90CCW(v) {
return { x: -v.y, y: v.x };
}
function polyIsCw(p) {
return vecDot(
vecRot90CW({ x: p[1].x - p[0].x, y: p[1].y - p[0].y }),
{ x: p[2].x - p[1].x, y: p[2].y - p[1].y }) >= 0;
}
var rot = polyIsCw(p) ? vecRot90CCW : vecRot90CW;
Step 2: Find lines parallel to the polygon edges
Now that we know which side is out, we can compute lines parallel to each polygon edge, at exactly the required distance. Here's our strategy:
For each edge, compute its outward-facing normal
Normalize the normal, such that its length becomes one unit
Multiply the normal by the distance we want the expanded polygon to be from the original
Add the multiplied normal to both ends of the edge. That will give us two points on the parallel line. Those two points are enough to define the parallel line.
Code:
// given two vertices pt0 and pt1, a desired distance, and a function rot()
// that turns a vector 90 degrees outward:
function vecUnit(v) {
var len = Math.sqrt(v.x * v.x + v.y * v.y);
return { x: v.x / len, y: v.y / len };
}
function vecMul(v, s) {
return { x: v.x * s, y: v.y * s };
}
var v01 = { x: pt1.x - pt0.x, y: pt1.y - pt0.y }; // edge vector
var d01 = vecMul(vecUnit(rot(v01)), distance); // multiplied unit normal
var ptx0 = { x: pt0.x + d01.x, y: pt0.y + d01.y }; // two points on the
var ptx1 = { x: pt1.x + d01.x, y: pt1.y + d01.y }; // parallel line
Step 3: Compute the intersections of the parallel lines
--these will be the vertices of the expanded polygon.
Math:
A line going through two points P1, P2 can be described as:
P = P1 + t * (P2 - P1)
Two lines can be described as
P = P1 + t * (P2 - P1)
P = P3 + u * (P4 - P3)
And their intersection has to be on both lines:
P = P1 + t * (P2 - P1) = P3 + u * (P4 - P3)
This can be massaged to look like:
(P2 - P1) * t + (P3 - P4) * u = P3 - P1
Which in x,y terms is:
(P2.x - P1.x) * t + (P3.x - P4.x) * u = P3.x - P1.x
(P2.y - P1.y) * t + (P3.y - P4.y) * u = P3.y - P1.y
As the points P1, P2, P3 and P4 are known, so are the following values:
a1 = P2.x - P1.x a2 = P2.y - P1.y
b1 = P3.x - P4.x b2 = P3.y - P4.y
c1 = P3.x - P1.x c2 = P3.y - P1.y
This shortens our equations to:
a1*t + b1*u = c1
a2*t + b2*u = c2
Solving for t gets us:
t = (b1*c2 - b2*c1)/(a2*b1 - a1*b2)
Which lets us find the intersection at P = P1 + t * (P2 - P1).
Code:
function intersect(line1, line2) {
var a1 = line1[1].x - line1[0].x;
var b1 = line2[0].x - line2[1].x;
var c1 = line2[0].x - line1[0].x;
var a2 = line1[1].y - line1[0].y;
var b2 = line2[0].y - line2[1].y;
var c2 = line2[0].y - line1[0].y;
var t = (b1*c2 - b2*c1) / (a2*b1 - a1*b2);
return {
x: line1[0].x + t * (line1[1].x - line1[0].x),
y: line1[0].y + t * (line1[1].y - line1[0].y)
};
}
Step 4: Deal with special cases
There is a number of special cases that merit attention. Left as an exercise to the reader...
When there's a very sharp angle between two edges, the expanded vertex can be very far from the original one. You might want to consider clipping the expanded edge if it goes beyond some threshold. At the extreme case, the angle is zero, which suggests that the expanded vertex is at infinity, causing division by zero in the arithmetic. Watch out.
When the first two edges are on the same line, you can't tell if it's a CW or a CCW polygon by looking just at them. Look at more edges.
Non convex polygons are much more interesting... and are not tackled here.
Full sample code
Drop this in a canvas-capable browser. I used Chrome 6 on Windows. The triangle and its expanded version should animate.
canvas { border: 1px solid #ccc; }
$(function() {
var canvas = document.getElementById('canvas');
if (canvas.getContext) {
var context = canvas.getContext('2d');
// math for expanding a polygon
function vecUnit(v) {
var len = Math.sqrt(v.x * v.x + v.y * v.y);
return { x: v.x / len, y: v.y / len };
}
function vecMul(v, s) {
return { x: v.x * s, y: v.y * s };
}
function vecDot(v1, v2) {
return v1.x * v2.x + v1.y * v2.y;
}
function vecRot90CW(v) {
return { x: v.y, y: -v.x };
}
function vecRot90CCW(v) {
return { x: -v.y, y: v.x };
}
function intersect(line1, line2) {
var a1 = line1[1].x - line1[0].x;
var b1 = line2[0].x - line2[1].x;
var c1 = line2[0].x - line1[0].x;
var a2 = line1[1].y - line1[0].y;
var b2 = line2[0].y - line2[1].y;
var c2 = line2[0].y - line1[0].y;
var t = (b1*c2 - b2*c1) / (a2*b1 - a1*b2);
return {
x: line1[0].x + t * (line1[1].x - line1[0].x),
y: line1[0].y + t * (line1[1].y - line1[0].y)
};
}
function polyIsCw(p) {
return vecDot(
vecRot90CW({ x: p[1].x - p[0].x, y: p[1].y - p[0].y }),
{ x: p[2].x - p[1].x, y: p[2].y - p[1].y }) >= 0;
}
function expandPoly(p, distance) {
var expanded = [];
var rot = polyIsCw(p) ? vecRot90CCW : vecRot90CW;
for (var i = 0; i < p.length; ++i) {
// get this point (pt1), the point before it
// (pt0) and the point that follows it (pt2)
var pt0 = p[(i > 0) ? i - 1 : p.length - 1];
var pt1 = p[i];
var pt2 = p[(i < p.length - 1) ? i + 1 : 0];
// find the line vectors of the lines going
// into the current point
var v01 = { x: pt1.x - pt0.x, y: pt1.y - pt0.y };
var v12 = { x: pt2.x - pt1.x, y: pt2.y - pt1.y };
// find the normals of the two lines, multiplied
// to the distance that polygon should inflate
var d01 = vecMul(vecUnit(rot(v01)), distance);
var d12 = vecMul(vecUnit(rot(v12)), distance);
// use the normals to find two points on the
// lines parallel to the polygon lines
var ptx0 = { x: pt0.x + d01.x, y: pt0.y + d01.y };
var ptx10 = { x: pt1.x + d01.x, y: pt1.y + d01.y };
var ptx12 = { x: pt1.x + d12.x, y: pt1.y + d12.y };
var ptx2 = { x: pt2.x + d12.x, y: pt2.y + d12.y };
// find the intersection of the two lines, and
// add it to the expanded polygon
expanded.push(intersect([ptx0, ptx10], [ptx12, ptx2]));
}
return expanded;
}
// drawing and animating a sample polygon on a canvas
function drawPoly(p) {
context.beginPath();
context.moveTo(p[0].x, p[0].y);
for (var i = 0; i < p.length; ++i) {
context.lineTo(p[i].x, p[i].y);
}
context.closePath();
context.fill();
context.stroke();
}
function drawPolyWithMargin(p, margin) {
context.fillStyle = "rgb(255,255,255)";
context.strokeStyle = "rgb(200,150,150)";
drawPoly(expandPoly(p, margin));
context.fillStyle = "rgb(150,100,100)";
context.strokeStyle = "rgb(200,150,150)";
drawPoly(p);
}
var p = [{ x: 100, y: 100 }, { x: 200, y: 120 }, { x: 80, y: 200 }];
setInterval(function() {
for (var i in p) {
var pt = p[i];
if (pt.vx === undefined) {
pt.vx = 5 * (Math.random() - 0.5);
pt.vy = 5 * (Math.random() - 0.5);
}
pt.x += pt.vx;
pt.y += pt.vy;
if (pt.x < 0 || pt.x > 400) { pt.vx = -pt.vx; }
if (pt.y < 0 || pt.y > 400) { pt.vy = -pt.vy; }
}
context.clearRect(0, 0, 800, 400);
drawPolyWithMargin(p, 10);
}, 50);
}
});
<html>
<head>
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script>
</head>
<body>
<canvas id="canvas" width="400" height="400"></canvas>
</body>
</html>
sample code disclaimers:
the sample sacrifices some efficiency for the sake of clarity. In your code, you may want to compute each edge's expanded parallel just once, and not twice as in here
the canvas's y coordinate grows downward, which inverts the CW/CCW logic. Things keep on working though as we just need to turn the outward normals in a direction opposite to the polygon's -- and both get flipped.

For each line segment of the original, find the midpoint m and (unit length) outward normal u of the segment. The corresponding segment of the expanded polygon will then lie on the line through m+n*u (where you want to expand the original by n) with normal u. To find the vertices of the expanded polygon you then need to find the intersection of pairs of successive lines.

If the polygon is centered on the origin simply multiply each of the points by a common scaling factor.
If the polygon is not centered on the origin then first translate so the center is on the origin, scale, and then translate it back to where it was.
After your comment
It seems you want all points to be moved the same distance away from the origin.
You can do this for each point by getting the normalised vector to this point. multiplying this by your 'expand constant' and adding the resulting vector back onto the original point.
n.b. You will still have to translate-modify-translate if the center is not also the origin for this solution.

Let the points of the polygon be A1, B1, C1... Now you have lines from A1 to B1, then from B1 to C1... We want to compute points A2, B2, C2 of the polygon P2.
If you bisect angle, for example A1 B1 C1, you will have a line which goes in the direction you want. Now you can find a point B2 on it which is the appropriate distance from B1 on bisector line.
Repeat this for all points of the polygon P1.

Look at straight skeletons. As has been implied here there are a number of tricky issues with non convex polygons that you have been mecifully spared!

Related

Centering on a canvas object within an HTML5 canvas

I have an Html5 canvas which i am drawing squares to.
The canvas itself is roughly the size of the window.
When i detect a click on a square i would like to translate the canvas so that the square is roughly in the center of the window. Any insights, hints, or straight-forward replies are welcome.
Here is what i tried so far:
If a square is at point (1000, 1000) I would simply translate the canvas (-1000, -1000). I know i need to add an offset so that it is centered in the window. However, the canvas always ends up off of the visible window (too far in the upper-left corner somewhere).
A more complex scenario:
Ultimately i would like to be able to center on a clicked object on a canvas that is transformed (rotated & skewed). I'm going for an isometric effect which seems to work really well. I'm wondering if this transformation affects the centering logic/math at all?
Transforming from screen to world and back
When working with non standard axis (or projections) such as isometrix it is always best to use a transformation matrix. It will cover every possible 2D projection with the same simple functions.
The coordinates of the iso world are called world coordinates. All you objects are stored as world coordinates. When you render them you project those coordinates to the screen coordinates using a transformation matrix.
The matrix, not a movie.
The matrix represents the direction and size in screen coordinates of the world
x and y axis and the screen location of the world origin (0,0)
For iso that is
x axis across 1 down 0.5
y axis across -1 down 0.5
z axis up 1 (-1 as up is the reverse of down) but this example does not use z
So the matrix as an array
const isoMat = [1,0.5,-1,0.5,0,0]; // ISO (pixel art) dimorphic projection
The first two are the x axis, the next two the y axis and the last two values are the screen coordinates of the origin.
Use the matrix to transform points
You apply a matrix to a point, this transforms the point from one coordinate system to another. You can also convert back via a inverse transform.
World to screen
You will need to convert from world coordinates to screen coordinates.
function worldToScreen(pos,retPos){
retPos.x = pos.x * isoMat[0] + pos.y * isoMat[2] + isoMat[4];
retPos.y = pos.x * isoMat[1] + pos.y * isoMat[3] + isoMat[5];
}
In the demo I ignore the origin as I set that at the center of the canvas at all times. Thus remove the origin from that function
function worldToScreen(pos,retPos){
retPos.x = pos.x * isoMat[0] + pos.y * isoMat[2];
retPos.y = pos.x * isoMat[1] + pos.y * isoMat[3];
}
Screen to world.
You will also need to convert from the screen coordinates to the world. For this you need to use the inverse transform. It's a bit like the inverse of multiply a * 2 = b is the inverse of b / 2 = a
There is a standard method for calculating the inverse matrix as follows
const invMatrix = []; // inverse matrix
// I call the next line cross, most call it the determinant which I
// think is stupid as it is effectively a cross product and is used
// like you would use a cross product. Anyways I digress
const cross = isoMat[0] * isoMat[3] - isoMat[1] * isoMat[2];
invMatrix[0] = isoMat[3] / cross;
invMatrix[1] = -isoMat[1] / cross;
invMatrix[2] = -isoMat[2] / cross;
invMatrix[3] = isoMat[0] / cross;
Then we have a function that converts from the screen x,y to the world position
function screenToWorld(pos,retPos){
const x = pos.x - isoMat[4];
const y = pos.y - isoMat[5];
retPos.x = x * invMatrix[0] + y * invMatrix[2];
retPos.y = x * invMatrix[1] + y * invMatrix[3];
}
So you get the mouse coords as screen pixels, use the above function to convert to world coords. Then you can use the world coords to find the object you are looking for.
To move a world object to the screen center you convert its coords to screen coords, add the position on the screen (the canvas center) and set the transform matrix origin to that location.
The demo
The demo creates a set of boxes in world coordinates. It sets the 2D context transform to the isoMat (isometric projection) via ctx.setTransform(
Every frame I convert the mouse screen coords to world coords then use that to check which box the mouse is over.
If the mouse button is down I then convert that box from world coords to screen and add the screen center. To smooth the step the new screen center is chased (smoothed)..
Well you should be able to work it out in the code, any problems ask in the comments.
const ctx = canvas.getContext("2d");
const moveSpeed = 0.4;
const boxMin = 20;
const boxMax = 50;
const boxCount = 100;
const boxArea = 2000;
// some canvas vals
var w = canvas.width;
var h = canvas.height;
var cw = w / 2; // center
var ch = h / 2;
var globalTime;
const U = undefined;
// Helper function
const doFor = (count, cb) => { var i = 0; while (i < count && cb(i++) !== true); };
const eachOf = (array, cb) => { var i = 0; const len = array.length; while (i < len && cb(array[i], i++, len) !== true ); };
const setOf = (count, cb) => {var a = [],i = 0; while (i < count) { a.push(cb(i ++)) } return a };
const randI = (min, max = min + (min = 0)) => (Math.random() * (max - min) + min) | 0;
const rand = (min, max = min + (min = 0)) => Math.random() * (max - min) + min;
// mouse function and object
const mouse = {x : 0, y : 0, button : false, world : {x : 0, y : 0}}
function mouseEvents(e){
mouse.x = e.pageX;
mouse.y = e.pageY;
mouse.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : mouse.button;
}
["down","up","move"].forEach(name => document.addEventListener("mouse"+name,mouseEvents));
// boxes in world coordinates.
const boxes = [];
function draw(){
if(this.dead){
ctx.fillStyle = "rgba(0,0,0,0.5)";
ctx.fillRect(this.x,this.y,this.w,this.h);
}
ctx.strokeStyle = this.col;
ctx.globalAlpha = 1;
ctx.strokeRect(this.x,this.y,this.w,this.h);
// the rest is just overkill
if(this.col === "red"){
this.mr = 10;
}else{
this.mr = 1;
}
this.mc += (this.mr-this.m) * 0.45;
this.mc *= 0.05;
this.m += this.mc;
for(var i = 0; i < this.m; i ++){
const m = this.m * (i + 1);
ctx.globalAlpha = 1-(m / 100);
ctx.strokeRect(this.x-m,this.y-m,this.w,this.h);
}
}
// make random boxes.
function createBoxes(){
boxes.length = 0;
boxes.push(...setOf(boxCount,()=>{
return {
x : randI(cw- boxArea/ 2, cw + boxArea/2),
y : randI(ch- boxArea/ 2, ch + boxArea/2),
w : randI(boxMin,boxMax),
h : randI(boxMin,boxMax),
m : 5,
mc : 0,
mr : 5,
col : "black",
dead : false,
draw : draw,
isOver : isOver,
}
}));
}
// use mouse world coordinates to find box under mouse
function isOver(x,y){
return x > this.x && x < this.x + this.w && y > this.y && y < this.y + this.h;
}
var overBox;
function findBox(x,y){
if(overBox){
overBox.col = "black";
}
overBox = undefined;
eachOf(boxes,box=>{
if(box.isOver(x,y)){
overBox = box;
box.col = "red";
return true;
}
})
}
function drawBoxes(){
boxes.forEach(box=>box.draw());
}
// next 3 values control the movement of the origin
// rather than move instantly the currentPos chases the new pos.
const currentPos = {x :0, y : 0};
const newPos = {x :0, y : 0};
const chasePos = {x :0, y : 0};
// this function does the chasing
function updatePos(){
chasePos.x += (newPos.x - currentPos.x) * moveSpeed;
chasePos.y += (newPos.y - currentPos.y) * moveSpeed;
chasePos.x *= moveSpeed;
chasePos.y *= moveSpeed;
currentPos.x += chasePos.x;
currentPos.y += chasePos.y;
}
// ISO matrix and inverse matrix plus 2world and 2 screen
const isoMat = [1,0.5,-1,0.5,0,0];
const invMatrix = [];
const cross = isoMat[0] * isoMat[3] - isoMat[1] * isoMat[2];
invMatrix[0] = isoMat[3] / cross;
invMatrix[1] = -isoMat[1] / cross;
invMatrix[2] = -isoMat[2] / cross;
invMatrix[3] = isoMat[0] / cross;
function screenToWorld(pos,retPos){
const x = pos.x - isoMat[4];
const y = pos.y - isoMat[5];
retPos.x = x * invMatrix[0] + y * invMatrix[2];
retPos.y = x * invMatrix[1] + y * invMatrix[3];
}
function worldToScreen(pos,retPos){
retPos.x = pos.x * isoMat[0] + pos.y * isoMat[2];// + isoMat[4];
retPos.y = pos.x * isoMat[1] + pos.y * isoMat[3];// + isoMat[5];
}
// main update function
function update(timer){
// standard frame setup
globalTime = timer;
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.globalAlpha = 1; // reset alpha
if(w !== innerWidth || h !== innerHeight){
cw = (w = canvas.width = innerWidth) / 2;
ch = (h = canvas.height = innerHeight) / 2;
createBoxes();
}else{
ctx.clearRect(0,0,w,h);
}
ctx.fillStyle = "black";
ctx.font = "28px arial";
ctx.textAlign = "center";
ctx.fillText("Click on a box to center it.",cw,28);
// update position
updatePos();
isoMat[4] = currentPos.x;
isoMat[5] = currentPos.y;
// set the screen transform to the iso matrix
// all drawing can now be done in world coordinates.
ctx.setTransform(isoMat[0], isoMat[1], isoMat[2], isoMat[3], isoMat[4], isoMat[5]);
// convert the mouse to world coordinates
screenToWorld(mouse,mouse.world);
// find box under mouse
findBox(mouse.world.x, mouse.world.y);
// if mouse down and over a box
if(mouse.button && overBox){
mouse.button = false;
overBox.dead = true; // make it gray
// get the screen coordinates of the box
worldToScreen({
x:-(overBox.x + overBox.w/2),
y:-(overBox.y + overBox.h/2),
},newPos
);
// move it to the screen center
newPos.x += cw;
newPos.y += ch;
}
// forget what the following function does, think it does something like draw boxes, but I am guessing.. :P
drawBoxes();
requestAnimationFrame(update);
}
requestAnimationFrame(update);
canvas { position : absolute; top : 0px; left : 0px; }
<canvas id="canvas"></canvas>

How to shade the circle in canvas

I am working with HTML5 with canvas. I already draw a 2D circle.Now i want to shade the circle with a color.but the shading look like a 3D circle.Is this possible with canvas?.Thank you.
Fake smoke and mirrors
To fake a light on a sphere. I am guessing it is a sphere as you say circle and you could mean a donut. This technique will work for a donut as well.
So to lighting.
Phong Shading
The most basic lighting model is Phong (from memory). It uses the angle between the incoming light ray and the surface normal (a line going out from the surface at 90 deg). The amount of reflected light is the cosine of that angle time the light intensity.
Spheres a easy
As the sphere is symmetrical this allows us to use a radial gradient to apply the value for each pixel on the sphere and for a sphere with the light directly overhead this produces a perfect phong shaded sphere with very little effort.
The code that does that. x,y are the center of the sphere and r is the radius. The angle between the light and the surface normal is easy to calculate as you move out from the center of the sphere. It starts at zero and ends at Math.PI/2 (90deg). So the reflected value is the cosine of that angle.
var grd = ctx.createRadialGradient(x,y,0,x,y,r);
var step = (Math.PI/2)/r;
for(var i = 0; i < (Math.PI/2); i += step){
var c = "" + Math.floor(Math.max(0,255 * Math.abs(Math.cos(i)));
grd.addColorStop(i/(Math.PI/2),"rgba("+c+","+c+","+c+","1)");
}
That code creates a gradient to fit the circle.
Mod for Homer food
To do for a donut you need to modify i. The donut has an inner and outer radius (r1, r2) so inside the for loop modify i
var ii = (i/(Math.PI/2)); // normalise i
ii *= r2; // scale to outer edge
ii = ((r1+r2)/2)-ii; // get distance from center line
ii = ii / ((r2-r1)/2); // normalise to half the width;
ii = ii * Math.PI * (1/2); // scale to get the surface norm on the donut.
// use ii as the surface normal to calculate refelected light
var c = "" + Math.floor(Math.max(0,255 * Math.abs(Math.cos(ii)));
Phong Shading Sucks
By phong shading sucks big time and will not do. This also does not allow for lights that are off center or even partly behind the sphere.
We need to add the ability for off centered light. Luck has it that the radial gradients can be offset
var grd = ctx.createRadialGradient(x,y,0,x,y,r);
The first 3 numbers are the start circle of the gradient and can be positioned anywhere. The problem is that when we move the start location the phong shading model falls apart. To fix that there is a little smoke and mirrors stuff that can make the eye believe what the brain wants.
We adjust the fall off, the brightness, the spread, and the angle for each colour stop on the radial gradient depending on how far the light is from the center.
Specular highlights
This improves it a bit but still not the best. Another important component of lighting is specular reflections (the highlight). This is dependent on the angle between the reflected light and the eye. As we do not want to do all that (javascript is slow) we will cludge it via a slight modification of the phong shading. We simply multiply the surface normal by a value greater than 1. Though not perfect it works well.
Surface properties and environment
Next light is coloured, the sphere has reflective qualities that depend on frequency and there is ambient light as well. We don't want to model all this stuff so we need a way to fake it.
This can be done via compositing (Used for almost all 3D movie production). We build up the lighting one layer at a time. The 2D API provides compositing operations for us so we can create several gradients and layer them.
There is a lot more math involved but I have tried to keep it as simple as possible.
A demo
The following demo does a real time shading of a sphere (will work on all radially symmetrical objects) Apart from some setup code for canvas and mouse the demo has two parts the main loop does the compositing by layering the lights and the function createGradient creates the gradient.
The lights used can be found in the object lights and have various properties to control the layer. The first layer should use comp = source-in and lum = 1 or you will end up with the background showing through. All other layer lights can be what every you want.
The flag spec tells the shader that the light is specular and must include the specPower > 1 as I do not vet its existence.
The colours of the light is in the array col and represent Red, green and blue. The values can be greater the 256 and less than 0 as light in the natural world has a huge dynamic range and some effect need you to ramp up the incoming light way above the 255 limit of the RGB pixel.
I add a final "multiply" to the layered result. This is the magic touch in the smoke and mirror method.
If you like the code play with the values and layers. Move the mouse to change the light source location.
This is not real lighting it is fake, but who cares as long as it looks OK. lol
UPDATE
Found a bug so fixed it and while I was here, changed the code to randomize the lights when you click the left mouse button. This is so you can see the range of lighting that can be achieved when using the ctx.globalCompositeOperation in combination with gradients.
var demo = function(){
/** fullScreenCanvas.js begin **/
var canvas = (function(){
var canvas = document.getElementById("canv");
if(canvas !== null){
document.body.removeChild(canvas);
}
// creates a blank image with 2d context
canvas = document.createElement("canvas");
canvas.id = "canv";
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.style.position = "absolute";
canvas.style.top = "0px";
canvas.style.left = "0px";
canvas.style.zIndex = 1000;
canvas.ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
return canvas;
})();
var ctx = canvas.ctx;
/** fullScreenCanvas.js end **/
/** MouseFull.js begin **/
if(typeof mouse !== "undefined"){ // if the mouse exists
if( mouse.removeMouse !== undefined){
mouse.removeMouse(); // remove prviouse events
}
}else{
var mouse;
}
var canvasMouseCallBack = undefined; // if needed
mouse = (function(){
var mouse = {
x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false,
interfaceId : 0, buttonLastRaw : 0, buttonRaw : 0,
over : false, // mouse is over the element
bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
getInterfaceId : function () { return this.interfaceId++; }, // For UI functions
startMouse:undefined,
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
};
function mouseMove(e) {
var t = e.type, m = mouse;
m.x = e.offsetX; m.y = e.offsetY;
if (m.x === undefined) { m.x = e.clientX; m.y = e.clientY; }
m.alt = e.altKey;m.shift = e.shiftKey;m.ctrl = e.ctrlKey;
if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1];
} else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2];
} else if (t === "mouseout") { m.buttonRaw = 0; m.over = false;
} else if (t === "mouseover") { m.over = true;
} else if (t === "mousewheel") { m.w = e.wheelDelta;
} else if (t === "DOMMouseScroll") { m.w = -e.detail;}
if (canvasMouseCallBack) { canvasMouseCallBack(mouse); }
e.preventDefault();
}
function startMouse(element){
if(element === undefined){
element = document;
}
mouse.element = element;
mouse.mouseEvents.forEach(
function(n){
element.addEventListener(n, mouseMove);
}
);
element.addEventListener("contextmenu", function (e) {e.preventDefault();}, false);
}
mouse.removeMouse = function(){
if(mouse.element !== undefined){
mouse.mouseEvents.forEach(
function(n){
mouse.element.removeEventListener(n, mouseMove);
}
);
canvasMouseCallBack = undefined;
}
}
mouse.mouseStart = startMouse;
return mouse;
})();
if(typeof canvas !== "undefined"){
mouse.mouseStart(canvas);
}else{
mouse.mouseStart();
}
/** MouseFull.js end **/
// draws the circle
function drawCircle(c){
ctx.beginPath();
ctx.arc(c.x,c.y,c.r,0,Math.PI*2);
ctx.fill();
}
function drawCircle1(c){
ctx.beginPath();
var x = c.x;
var y = c.y;
var r = c.r * 0.95;
ctx.moveTo(x,y - r);
ctx.quadraticCurveTo(x + r * 0.8, y - r , x + r *1, y - r / 10);
ctx.quadraticCurveTo(x + r , y + r/3 , x , y + r/3);
ctx.quadraticCurveTo(x - r , y + r/3 , x - r , y - r /10 );
ctx.quadraticCurveTo(x - r * 0.8, y - r , x , y- r );
ctx.fill();
}
function drawShadowShadow(circle,light){
var x = light.x; // get the light position as we will modify it
var y = light.y;
var r = circle.r * 1.1;
var vX = x - circle.x; // get the vector to the light source
var vY = y - circle.y;
var dist = -Math.sqrt(vX*vX+vY*vY)*0.3;
var dir = Math.atan2(vY,vX);
lx = Math.cos(dir) * dist + circle.x; // light canb not go past radius
ly = Math.sin(dir) * dist + circle.y;
var grd = ctx.createRadialGradient(lx,ly,r * 1/4 ,lx,ly,r);
grd.addColorStop(0,"rgba(0,0,0,1)");
grd.addColorStop(1,"rgba(0,0,0,0)");
ctx.fillStyle = grd;
drawCircle({x:lx,y:ly,r:r})
}
// 2D light simulation. This is just an approximation and does not match real world stuff
// based on Phong shading.
// x,y,r descript the imagined sphere
// light is the light source
// ambient is the ambient lighting
// amount is the amount of this layers effect has on the finnal result
function createGradient(circle,light,ambient,amount){
var r,g,b; // colour channels
var x = circle.x; // get lazy coder values
var y = circle.y;
var r = circle.r;
var lx = light.x; // get the light position as we will modify it
var ly = light.y;
var vX = light.x - x; // get the vector to the light source
var vY = light.y - y;
// get the distance to the light source
var dist = Math.sqrt(vX*vX+vY*vY);
// id the light is a specular source then move it to half its position away
dist *= light.spec ? 0.5 : 1;
// get the direction of the light source.
var dir = Math.atan2(vY,vX);
// fix light position
lx = Math.cos(dir)*dist+x; // light canb not go past radius
ly = Math.sin(dir)*dist+y;
// add some dimming so that the light does not wash out.
dim = 1 - Math.min(1,(dist / (r*4)));
// add a bit of pretend rotation on the z axis. This will bring in a little backlighting
var lightRotate = (1-dim) * (Math.PI/2);
// spread the light a bit when near the edges. Reduce a bit for spec light
var spread = Math.sin(lightRotate) * r * (light.spec ? 0.5 : 1);
// create a gradient
var grd = ctx.createRadialGradient(lx,ly,spread,x,y,r + dist);
// use the radius to workout what step will cover a pixel (approx)
var step = (Math.PI/2)/r;
// for each pixel going out on the radius add the caclualte light value
for(var i = 0; i < (Math.PI/2); i += step){
if(light.spec){
// fake spec light reduces dim fall off
// light reflected has sharper falloff
// do not include back light via Math.abs
r = Math.max(0,light.col[0] * Math.cos((i + lightRotate)*light.specPower) * 1-(dim * (1/3)) );
g = Math.max(0,light.col[1] * Math.cos((i + lightRotate)*light.specPower) * 1-(dim * (1/3)) );
b = Math.max(0,light.col[2] * Math.cos((i + lightRotate)*light.specPower) * 1-(dim * (1/3)) );
}else{
// light value is the source lum * the cos of the angle to the light
// Using the abs value of the refelected light to give fake back light.
// add a bit of rotation with (lightRotate)
// dim to stop washing out
// then clamp so does not go below zero
r = Math.max(0,light.col[0] * Math.abs(Math.cos(i + lightRotate)) * dim );
g = Math.max(0,light.col[1] * Math.abs(Math.cos(i + lightRotate)) * dim );
b = Math.max(0,light.col[2] * Math.abs(Math.cos(i + lightRotate)) * dim );
}
// add ambient light
if(light.useAmbient){
r += ambient[0];
g += ambient[1];
b += ambient[2];
}
// add the colour stop with the amount of the effect we want.
grd.addColorStop(i/(Math.PI/2),"rgba("+Math.floor(r)+","+Math.floor(g)+","+Math.floor(b)+","+amount+")");
}
//return the gradient;
return grd;
}
// define the circles
var circles = [
{
x: canvas.width * (1/2),
y: canvas.height * (1/2),
r: canvas.width * (1/8),
}
]
function R(val){
return val * Math.random();
}
var lights;
function getLights(){
return {
ambient : [10,30,50],
sources : [
{
x: 0, // position of light
y: 0,
col : [R(255),R(255),R(255)], // RGB intensities can be any value
lum : 1, // total lumanance for this light
comp : "source-over", // composite opperation
spec : false, // if true then use a pretend specular falloff
draw : drawCircle,
useAmbient : true,
},{ // this light is for a little accent and is at 180 degree from the light
x: 0,
y: 0,
col : [R(255),R(255),R(255)],
lum : R(1),
comp : "lighter",
spec : true, // if true then you MUST inclue spec power
specPower : R(3.2),
draw : drawCircle,
useAmbient : false,
},{
x: canvas.width,
y: canvas.height,
col : [R(1255),R(1255),R(1255)],
lum : R(0.5),
comp : "lighter",
spec : false,
draw : drawCircle,
useAmbient : false,
},{
x: canvas.width/2,
y: canvas.height/2 + canvas.width /4,
col : [R(155),R(155),R(155)],
lum : R(1),
comp : "lighter",
spec : true, // if true then you MUST inclue spec power
specPower : 2.32,
draw : drawCircle,
useAmbient : false,
},{
x: canvas.width/3,
y: canvas.height/3,
col : [R(1255),R(1255),R(1255)],
lum : R(0.2),
comp : "multiply",
spec : false,
draw : drawCircle,
useAmbient : false,
},{
x: canvas.width/2,
y: -100,
col : [R(2255),R(2555),R(2255)],
lum : R(0.3),
comp : "lighter",
spec : false,
draw : drawCircle1,
useAmbient : false,
}
]
}
}
lights = getLights();
/** FrameUpdate.js begin **/
var w = canvas.width;
var h = canvas.height;
var cw = w / 2;
var ch = h / 2;
ctx.font = "20px Arial";
ctx.textAlign = "center";
function update(){
ctx.setTransform(1,0,0,1,0,0);
ctx.fillStyle = "#A74"
ctx.fillRect(0,0,w,h);
ctx.fillStyle = "black";
ctx.fillText("Left click to change lights", canvas.width / 2, 20)
// set the moving light source to that of the mouse
if(mouse.buttonRaw === 1){
mouse.buttonRaw = 0;
lights = getLights();
}
lights.sources[0].x = mouse.x;
lights.sources[0].y = mouse.y;
if(lights.sources.length > 1){
lights.sources[1].x = mouse.x;
lights.sources[1].y = mouse.y;
}
drawShadowShadow(circles[0],lights.sources[0])
//do each sphere
for(var i = 0; i < circles.length; i ++){
// for each sphere do the each light
var cir = circles[i];
for(var j = 0; j < lights.sources.length; j ++){
var light = lights.sources[j];
ctx.fillStyle = createGradient(cir,light,lights.ambient,light.lum);
ctx.globalCompositeOperation = light.comp;
light.draw(circles[i]);
}
}
ctx.globalCompositeOperation = "source-over";
if(!STOP && (mouse.buttonRaw & 4)!== 4){
requestAnimationFrame(update);
}else{
if(typeof log === "function" ){
log("DONE!")
}
STOP = false;
var can = document.getElementById("canv");
if(can !== null){
document.body.removeChild(can);
}
}
}
if(typeof clearLog === "function" ){
clearLog();
}
update();
}
var STOP = false; // flag to tell demo app to stop
function resizeEvent(){
var waitForStopped = function(){
if(!STOP){ // wait for stop to return to false
demo();
return;
}
setTimeout(waitForStopped,200);
}
STOP = true;
setTimeout(waitForStopped,100);
}
window.addEventListener("resize",resizeEvent);
demo();
/** FrameUpdate.js end **/
As #danday74 says, you can use a gradient to add depth to your circle.
You can also use shadowing to add depth to your circle.
Here's a proof-of-concept illustrating a 3d donut:
I leave it to you to design your desired circle
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var PI=Math.PI;
drawShadow(150,150,120,50);
function drawShadow(cx,cy,r,strokewidth){
ctx.save();
ctx.strokeStyle='white';
ctx.lineWidth=5;
ctx.shadowColor='black';
ctx.shadowBlur=15;
//
ctx.beginPath();
ctx.arc(cx,cy,r-5,0,PI*2);
ctx.clip();
//
ctx.beginPath();
ctx.arc(cx,cy,r,0,PI*2);
ctx.stroke();
//
ctx.beginPath();
ctx.arc(cx,cy,r-strokewidth,0,PI*2);
ctx.stroke();
ctx.shadowColor='rgba(0,0,0,0)';
//
ctx.beginPath();
ctx.arc(cx,cy,r-strokewidth,0,PI*2);
ctx.fillStyle='white'
ctx.fill();
//
ctx.restore();
}
body{ background-color: white; }
canvas{border:1px solid red; margin:0 auto; }
<canvas id="canvas" width=300 height=300></canvas>
Various thoughts which you can investigate ...
1 use an image as the texture for the circle
2 use a gradient to fill the circle, probably a radial gradient
3 consider using an image mask, a black / white mask which defines transparency ( prob not the right solution here )

Gradient Stroke Along Curve in Canvas

I'm trying to draw a curve in canvas with a linear gradient stoke style along the curve, as in this image. On that page there is a linked svg file that gives instructions on how to accomplish the effect in svg. Maybe a similar method would be possible in canvas?
A Demo: http://jsfiddle.net/m1erickson/4fX5D/
It's fairly easy to create a gradient that changes along the path:
It's more difficult to create a gradient that changes across the path:
To create a gradient across the path you draw many gradient lines tangent to the path:
If you draw enough tangent lines then the eye sees the curve as a gradient across the path.
Note: Jaggies can occur on the outsides of the path-gradient. That's because the gradient is really made up of hundreds of tangent lines. But you can smooth out the jaggies by drawing a line on either side of the gradient using the appropriate colors (here the anti-jaggy lines are red on the top side and purple on the bottom side).
Here are the steps to creating a gradient across the path:
Plot hundreds of points along the path.
Calculate the angle of the path at those points.
At each point, create a linear gradient and draw a gradient stroked line across the tangent of that point. Yes, you will have to create a new gradient for each point because the linear gradient must match the angle of the line tangent to that point.
To reduce the jaggy effect caused by drawing many individual lines, you can draw a smooth path along the top and bottom side of the gradient path to overwrite the jaggies.
Here is annotated code:
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
#canvas{border:1px solid red;}
</style>
<script>
$(function(){
// canvas related variables
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
// variables defining a cubic bezier curve
var PI2=Math.PI*2;
var s={x:20,y:30};
var c1={x:200,y:40};
var c2={x:40,y:200};
var e={x:270,y:220};
// an array of points plotted along the bezier curve
var points=[];
// we use PI often so put it in a variable
var PI=Math.PI;
// plot 400 points along the curve
// and also calculate the angle of the curve at that point
for(var t=0;t<=100;t+=0.25){
var T=t/100;
// plot a point on the curve
var pos=getCubicBezierXYatT(s,c1,c2,e,T);
// calculate the tangent angle of the curve at that point
var tx = bezierTangent(s.x,c1.x,c2.x,e.x,T);
var ty = bezierTangent(s.y,c1.y,c2.y,e.y,T);
var a = Math.atan2(ty, tx)-PI/2;
// save the x/y position of the point and the tangent angle
// in the points array
points.push({
x:pos.x,
y:pos.y,
angle:a
});
}
// Note: increase the lineWidth if
// the gradient has noticable gaps
ctx.lineWidth=2;
// draw a gradient-stroked line tangent to each point on the curve
for(var i=0;i<points.length;i++){
// calc the topside and bottomside points of the tangent line
var offX1=points[i].x+20*Math.cos(points[i].angle);
var offY1=points[i].y+20*Math.sin(points[i].angle);
var offX2=points[i].x+20*Math.cos(points[i].angle-PI);
var offY2=points[i].y+20*Math.sin(points[i].angle-PI);
// create a gradient stretching between
// the calculated top & bottom points
var gradient=ctx.createLinearGradient(offX1,offY1,offX2,offY2);
gradient.addColorStop(0.00, 'red');
gradient.addColorStop(1/6, 'orange');
gradient.addColorStop(2/6, 'yellow');
gradient.addColorStop(3/6, 'green')
gradient.addColorStop(4/6, 'aqua');
gradient.addColorStop(5/6, 'blue');
gradient.addColorStop(1.00, 'purple');
// draw the gradient-stroked line at this point
ctx.strokeStyle=gradient;
ctx.beginPath();
ctx.moveTo(offX1,offY1);
ctx.lineTo(offX2,offY2);
ctx.stroke();
}
// draw a top stroke to cover jaggies
// on the top of the gradient curve
var offX1=points[0].x+20*Math.cos(points[0].angle);
var offY1=points[0].y+20*Math.sin(points[0].angle);
ctx.strokeStyle="red";
// Note: increase the lineWidth if this outside of the
// gradient still has jaggies
ctx.lineWidth=1.5;
ctx.beginPath();
ctx.moveTo(offX1,offY1);
for(var i=1;i<points.length;i++){
var offX1=points[i].x+20*Math.cos(points[i].angle);
var offY1=points[i].y+20*Math.sin(points[i].angle);
ctx.lineTo(offX1,offY1);
}
ctx.stroke();
// draw a bottom stroke to cover jaggies
// on the bottom of the gradient
var offX2=points[0].x+20*Math.cos(points[0].angle+PI);
var offY2=points[0].y+20*Math.sin(points[0].angle+PI);
ctx.strokeStyle="purple";
// Note: increase the lineWidth if this outside of the
// gradient still has jaggies
ctx.lineWidth=1.5;
ctx.beginPath();
ctx.moveTo(offX2,offY2);
for(var i=0;i<points.length;i++){
var offX2=points[i].x+20*Math.cos(points[i].angle+PI);
var offY2=points[i].y+20*Math.sin(points[i].angle+PI);
ctx.lineTo(offX2,offY2);
}
ctx.stroke();
//////////////////////////////////////////
// helper functions
//////////////////////////////////////////
// calculate one XY point along Cubic Bezier at interval T
// (where T==0.00 at the start of the curve and T==1.00 at the end)
function getCubicBezierXYatT(startPt,controlPt1,controlPt2,endPt,T){
var x=CubicN(T,startPt.x,controlPt1.x,controlPt2.x,endPt.x);
var y=CubicN(T,startPt.y,controlPt1.y,controlPt2.y,endPt.y);
return({x:x,y:y});
}
// cubic helper formula at T distance
function CubicN(T, a,b,c,d) {
var t2 = T * T;
var t3 = t2 * T;
return a + (-a * 3 + T * (3 * a - a * T)) * T
+ (3 * b + T * (-6 * b + b * 3 * T)) * T
+ (c * 3 - c * 3 * T) * t2
+ d * t3;
}
// calculate the tangent angle at interval T on the curve
function bezierTangent(a, b, c, d, t) {
return (3 * t * t * (-a + 3 * b - 3 * c + d) + 6 * t * (a - 2 * b + c) + 3 * (-a + b));
};
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
I am working on doing something very similar, and I just wanted to add a couple things. markE's answer is great, but what he calls tangent lines to the curve, are actually lines normal or perpendicular to the curve. (Tangent lines are parallel, normal lines are perpendicular)
For my particular application, I am using a gradient across a line with transparency. In this case, it is important to get near pixel perfect gradient regions, as overlapping transparency will get drawn twice, changing the desired color. So instead of drawing a bunch of lines perpendicular to the curve, I divided the curve up into quadrilaterals and applied a linear gradient to each. Additionally, using these quadrilateral regions reduces the number of calls to draw you have to make, which can make it more efficient. You don't need a ton of regions to get a pretty smooth effect, and the fewer regions you use, the faster it will be able to render.
I adapted markE's code, so credit to him for that great answer. Here is the fiddle: https://jsfiddle.net/hvyt58dz/
Here is the adapted code I used:
// canvas related variables
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// variables defining a cubic bezier curve
var PI2 = Math.PI * 2;
var s = {
x: 20,
y: 30
};
var c1 = {
x: 200,
y: 40
};
var c2 = {
x: 40,
y: 200
};
var e = {
x: 270,
y: 220
};
// an array of points plotted along the bezier curve
var points = [];
// we use PI often so put it in a variable
var PI = Math.PI;
// plot 400 points along the curve
// and also calculate the angle of the curve at that point
var step_size = 100/18;
for (var t = 0; t <= 100 + 0.1; t += step_size) {
var T = t / 100;
// plot a point on the curve
var pos = getCubicBezierXYatT(s, c1, c2, e, T);
// calculate the tangent angle of the curve at that point
var tx = bezierTangent(s.x, c1.x, c2.x, e.x, T);
var ty = bezierTangent(s.y, c1.y, c2.y, e.y, T);
var a = Math.atan2(ty, tx) - PI / 2;
// save the x/y position of the point and the tangent angle
// in the points array
points.push({
x: pos.x,
y: pos.y,
angle: a
});
}
// Note: increase the lineWidth if
// the gradient has noticable gaps
ctx.lineWidth = 2;
var overlap = 0.2;
var outside_color = 'rgba(255,0,0,0.0)';
var inside_color = 'rgba(255,0,0,0.7)';
// draw a gradient-stroked line tangent to each point on the curve
var line_width = 40;
var half_width = line_width/2;
for (var i = 0; i < points.length - 1; i++) {
var x1 = points[i].x, y1 = points[i].y;
var x2 = points[i+1].x, y2 = points[i+1].y;
var angle1 = points[i].angle, angle2 = points[i+1].angle;
var midangle = (angle1 + angle2)/ 2;
// calc the topside and bottomside points of the tangent line
var gradientOffsetX1 = x1 + half_width * Math.cos(midangle);
var gradientOffsetY1 = y1 + half_width * Math.sin(midangle);
var gradientOffsetX2 = x1 + half_width * Math.cos(midangle - PI);
var gradientOffsetY2 = y1 + half_width * Math.sin(midangle - PI);
var offX1 = x1 + half_width * Math.cos(angle1);
var offY1 = y1 + half_width * Math.sin(angle1);
var offX2 = x1 + half_width * Math.cos(angle1 - PI);
var offY2 = y1 + half_width * Math.sin(angle1 - PI);
var offX3 = x2 + half_width * Math.cos(angle2)
- overlap * Math.cos(angle2-PI/2);
var offY3 = y2 + half_width * Math.sin(angle2)
- overlap * Math.sin(angle2-PI/2);
var offX4 = x2 + half_width * Math.cos(angle2 - PI)
+ overlap * Math.cos(angle2-3*PI/2);
var offY4 = y2 + half_width * Math.sin(angle2 - PI)
+ overlap * Math.sin(angle2-3*PI/2);
// create a gradient stretching between
// the calculated top & bottom points
var gradient = ctx.createLinearGradient(gradientOffsetX1, gradientOffsetY1, gradientOffsetX2, gradientOffsetY2);
gradient.addColorStop(0.0, outside_color);
gradient.addColorStop(0.25, inside_color);
gradient.addColorStop(0.75, inside_color);
gradient.addColorStop(1.0, outside_color);
//gradient.addColorStop(1 / 6, 'orange');
//gradient.addColorStop(2 / 6, 'yellow');
//gradient.addColorStop(3 / 6, 'green')
//gradient.addColorStop(4 / 6, 'aqua');
//gradient.addColorStop(5 / 6, 'blue');
//gradient.addColorStop(1.00, 'purple');
// line cap
if(i == 0){
var x = x1 - overlap * Math.cos(angle1-PI/2);
var y = y1 - overlap * Math.sin(angle1-PI/2);
var cap_gradient = ctx.createRadialGradient(x, y, 0, x, y, half_width);
ctx.beginPath();
ctx.arc(x, y, half_width, angle1 - PI, angle1);
cap_gradient.addColorStop(0.5, inside_color);
cap_gradient.addColorStop(1.0, outside_color);
ctx.fillStyle = cap_gradient;
ctx.fill();
}
if(i == points.length - 2){
var x = x2 + overlap * Math.cos(angle2-PI/2);
var y = y2 + overlap * Math.sin(angle2-PI/2);
var cap_gradient = ctx.createRadialGradient(x, y, 0, x, y, half_width);
ctx.beginPath();
ctx.arc(x, y, half_width, angle2, angle2 + PI);
cap_gradient.addColorStop(0.5, inside_color);
cap_gradient.addColorStop(1.0, outside_color);
ctx.fillStyle = cap_gradient;
ctx.fill();
console.log(x,y);
}
// draw the gradient-stroked line at this point
ctx.fillStyle = gradient;
ctx.beginPath();
ctx.moveTo(offX1, offY1);
ctx.lineTo(offX2, offY2);
ctx.lineTo(offX4, offY4);
ctx.lineTo(offX3, offY3);
ctx.fill();
}
//////////////////////////////////////////
// helper functions
//////////////////////////////////////////
// calculate one XY point along Cubic Bezier at interval T
// (where T==0.00 at the start of the curve and T==1.00 at the end)
function getCubicBezierXYatT(startPt, controlPt1, controlPt2, endPt, T) {
var x = CubicN(T, startPt.x, controlPt1.x, controlPt2.x, endPt.x);
var y = CubicN(T, startPt.y, controlPt1.y, controlPt2.y, endPt.y);
return ({
x: x,
y: y
});
}
// cubic helper formula at T distance
function CubicN(T, a, b, c, d) {
var t2 = T * T;
var t3 = t2 * T;
return a + (-a * 3 + T * (3 * a - a * T)) * T + (3 * b + T * (-6 * b + b * 3 * T)) * T + (c * 3 - c * 3 * T) * t2 + d * t3;
}
// calculate the tangent angle at interval T on the curve
function bezierTangent(a, b, c, d, t) {
return (3 * t * t * (-a + 3 * b - 3 * c + d) + 6 * t * (a - 2 * b + c) + 3 * (-a + b));
};

Canvas 3d graph

I have done a 3d graph to plot points in it. I have drawn x,y and z axis. Also you can rotate the axis by pressing arrow keys.Now my problem marking the axis as x,y and z .I tried to add text in canvas by using filltext.But the text gets added to canvas but its not rotating.It is because i have not set rotation effect for it i guess.So how can i set the rotation to text so that when axis rotates the text also rotates together.Below is my code.
<!DOCTYPE html>
<html>
<head>
<title>Canvas Surface Rotation</title>
<style>
body {
text-align: center;
}
canvas {
border: 1px solid black;
}
</style>
<script>
var constants = {
canvasWidth: 600, // In pixels.
canvasHeight: 600, // In pixels.
leftArrow: 37,
upArrow: 38,
rightArrow: 39,
downArrow: 40,
xMin: -10, // These four max/min values define a square on the xy-plane that the surface will be plotted over.
xMax: 10,
yMin: -10,
yMax: 10,
xDelta: 0.01, // Make smaller for more surface points.
yDelta: 0.01, // Make smaller for more surface points.
colorMap: ["#060"], // There are eleven possible "vertical" color values for the surface, based on the last row of http://www.cs.siena.edu/~lederman/truck/AdvanceDesignTrucks/html_color_chart.gif
pointWidth: 2, // The size of a rendered surface point (i.e., rectangle width and height) in pixels.
dTheta: 0.05, // The angle delta, in radians, by which to rotate the surface per key press.
surfaceScale: 24 // An empirically derived constant that makes the surface a good size for the given canvas size.
};
// These are constants too but I've removed them from the above constants literal to ease typing and improve clarity.
var X = 0;
var Y = 1;
var Z = 2;
// -----------------------------------------------------------------------------------------------------
var controlKeyPressed = false; // Shared between processKeyDown() and processKeyUp().
var surface = new Surface(); // A set of points (in vector format) representing the surface.
// -----------------------------------------------------------------------------------------------------
function point(x, y, z)
/*
Given a (x, y, z) surface point, returns the 3 x 1 vector form of the point.
*/
{
return [x, y, z]; // Return a 3 x 1 vector representing a traditional (x, y, z) surface point. This vector form eases matrix multiplication.
}
// -----------------------------------------------------------------------------------------------------
function Surface()
/*
A surface is a list of (x, y, z) points, in 3 x 1 vector format. This is a constructor function.
*/
{
this.points = []; // An array of surface points in vector format. That is, each element of this array is a 3 x 1 array, as in [ [x1, y1, z1], [x2, y2, z2], [x3, y3, z3], ... ]
}
// -----------------------------------------------------------------------------------------------------
Surface.prototype.equation = function(x, y)
/*
Given the point (x, y), returns the associated z-coordinate based on the provided surface equation, of the form z = f(x, y).
*/
{
var d = Math.sqrt(x*x + y*y); // The distance d of the xy-point from the z-axis.
return 4*(Math.sin(d) / d); // Return the z-coordinate for the point (x, y, z).
}
// -----------------------------------------------------------------------------------------------------
Surface.prototype.generate = function()
/*
Creates a list of (x, y, z) points (in 3 x 1 vector format) representing the surface.
*/
{
var i = 0;
for (var x = constants.xMin; x <= constants.xMax; x += constants.xDelta)
{
for (var y = constants.yMin; y <= constants.yMax; y += constants.yDelta)
{
this.points[i] = point(x, y, this.equation(x, y)); // Store a surface point (in vector format) into the list of surface points.
++i;
}
}
}
// -----------------------------------------------------------------------------------------------------
Surface.prototype.color = function()
/*
The color of a surface point is a function of its z-coordinate height.
*/
{
var z; // The z-coordinate for a given surface point (x, y, z).
this.zMin = this.zMax = this.points[0][Z]; // A starting value. Note that zMin and zMax are custom properties that could possibly be useful if this code is extended later.
for (var i = 0; i < this.points.length; i++)
{
z = this.points[i][Z];
if (z < this.zMin) { this.zMin = z; }
if (z > this.zMax) { this.zMax = z; }
}
var zDelta = Math.abs(this.zMax - this.zMin) / constants.colorMap.length;
for (var i = 0; i < this.points.length; i++)
{
this.points[i].color = constants.colorMap[ Math.floor( (this.points[i][Z]-this.zMin)/zDelta ) ];
}
/* Note that the prior FOR loop is functionally equivalent to the follow (much less elegant) loop:
for (var i = 0; i < this.points.length; i++)
{
if (this.points[i][Z] <= this.zMin + zDelta) {this.points[i].color = "#060";}
else if (this.points[i][Z] <= this.zMin + 2*zDelta) {this.points[i].color = "#090";}
else if (this.points[i][Z] <= this.zMin + 3*zDelta) {this.points[i].color = "#0C0";}
else if (this.points[i][Z] <= this.zMin + 4*zDelta) {this.points[i].color = "#0F0";}
else if (this.points[i][Z] <= this.zMin + 5*zDelta) {this.points[i].color = "#9F0";}
else if (this.points[i][Z] <= this.zMin + 6*zDelta) {this.points[i].color = "#9C0";}
else if (this.points[i][Z] <= this.zMin + 7*zDelta) {this.points[i].color = "#990";}
else if (this.points[i][Z] <= this.zMin + 8*zDelta) {this.points[i].color = "#960";}
else if (this.points[i][Z] <= this.zMin + 9*zDelta) {this.points[i].color = "#930";}
else if (this.points[i][Z] <= this.zMin + 10*zDelta) {this.points[i].color = "#900";}
else {this.points[i].color = "#C00";}
}
*/
}
// -----------------------------------------------------------------------------------------------------
function appendCanvasElement()
/*
Creates and then appends the "myCanvas" canvas element to the DOM.
*/
{
var canvasElement = document.createElement('canvas');
canvasElement.width = constants.canvasWidth;
canvasElement.height = constants.canvasHeight;
canvasElement.id = "myCanvas";
canvasElement.getContext('2d').translate(constants.canvasWidth/2, constants.canvasHeight/2); // Translate the surface's origin to the center of the canvas.
document.body.appendChild(canvasElement); // Make the canvas element a child of the body element.
}
//------------------------------------------------------------------------------------------------------
Surface.prototype.sortByZIndex = function(A, B)
{
return A[Z] - B[Z]; // Determines if point A is behind, in front of, or at the same level as point B (with respect to the z-axis).
}
// -----------------------------------------------------------------------------------------------------
Surface.prototype.draw = function()
{
var myCanvas = document.getElementById("myCanvas"); // Required for Firefox.
var ctx = myCanvas.getContext("2d");
this.points = surface.points.sort(surface.sortByZIndex); // Sort the set of points based on relative z-axis position. If the points are visibly small, you can sort of get away with removing this step.
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.font="20px Arial";
ctx.fillText("X",250,0);
for (var i = 0; i < this.points.length; i++)
{
ctx.fillStyle = this.points[i].color;
ctx.fillRect(this.points[i][X] * constants.surfaceScale, this.points[i][Y] * constants.surfaceScale, constants.pointWidth, constants.pointWidth);
}
}
// -----------------------------------------------------------------------------------------------------
Surface.prototype.multi = function(R)
/*
Assumes that R is a 3 x 3 matrix and that this.points (i.e., P) is a 3 x n matrix. This method performs P = R * P.
*/
{
var Px = 0, Py = 0, Pz = 0; // Variables to hold temporary results.
var P = this.points; // P is a pointer to the set of surface points (i.e., the set of 3 x 1 vectors).
var sum; // The sum for each row/column matrix product.
for (var V = 0; V < P.length; V++) // For all 3 x 1 vectors in the point list.
{
Px = P[V][X], Py = P[V][Y], Pz = P[V][Z];
for (var Rrow = 0; Rrow < 3; Rrow++) // For each row in the R matrix.
{
sum = (R[Rrow][X] * Px) + (R[Rrow][Y] * Py) + (R[Rrow][Z] * Pz);
P[V][Rrow] = sum;
}
}
}
// -----------------------------------------------------------------------------------------------------
Surface.prototype.erase = function()
{
var myCanvas = document.getElementById("myCanvas"); // Required for Firefox.
var ctx = myCanvas.getContext("2d");
ctx.clearRect(-constants.canvasWidth/2, -constants.canvasHeight/2, myCanvas.width, myCanvas.height);
}
// -----------------------------------------------------------------------------------------------------
Surface.prototype.xRotate = function(sign)
/*
Assumes "sign" is either 1 or -1, which is used to rotate the surface "clockwise" or "counterclockwise".
*/
{
var Rx = [ [0, 0, 0],
[0, 0, 0],
[0, 0, 0] ]; // Create an initialized 3 x 3 rotation matrix.
Rx[0][0] = 1;
Rx[0][1] = 0; // Redundant but helps with clarity.
Rx[0][2] = 0;
Rx[1][0] = 0;
Rx[1][1] = Math.cos( sign*constants.dTheta );
Rx[1][2] = -Math.sin( sign*constants.dTheta );
Rx[2][0] = 0;
Rx[2][1] = Math.sin( sign*constants.dTheta );
Rx[2][2] = Math.cos( sign*constants.dTheta );
this.multi(Rx); // If P is the set of surface points, then this method performs the matrix multiplcation: Rx * P
this.erase(); // Note that one could use two canvases to speed things up, which also eliminates the need to erase.
this.draw();
}
// -----------------------------------------------------------------------------------------------------
Surface.prototype.yRotate = function(sign)
/*
Assumes "sign" is either 1 or -1, which is used to rotate the surface "clockwise" or "counterclockwise".
*/
{
var Ry = [ [0, 0, 0],
[0, 0, 0],
[0, 0, 0] ]; // Create an initialized 3 x 3 rotation matrix.
Ry[0][0] = Math.cos( sign*constants.dTheta );
Ry[0][1] = 0; // Redundant but helps with clarity.
Ry[0][2] = Math.sin( sign*constants.dTheta );
Ry[1][0] = 0;
Ry[1][1] = 1;
Ry[1][2] = 0;
Ry[2][0] = -Math.sin( sign*constants.dTheta );
Ry[2][1] = 0;
Ry[2][2] = Math.cos( sign*constants.dTheta );
this.multi(Ry); // If P is the set of surface points, then this method performs the matrix multiplcation: Rx * P
this.erase(); // Note that one could use two canvases to speed things up, which also eliminates the need to erase.
this.draw();
}
// -----------------------------------------------------------------------------------------------------
Surface.prototype.zRotate = function(sign)
/*
Assumes "sign" is either 1 or -1, which is used to rotate the surface "clockwise" or "counterclockwise".
*/
{
var Rz = [ [0, 0, 0],
[0, 0, 0],
[0, 0, 0] ]; // Create an initialized 3 x 3 rotation matrix.
Rz[0][0] = Math.cos( sign*constants.dTheta );
Rz[0][1] = -Math.sin( sign*constants.dTheta );
Rz[0][2] = 0; // Redundant but helps with clarity.
Rz[1][0] = Math.sin( sign*constants.dTheta );
Rz[1][1] = Math.cos( sign*constants.dTheta );
Rz[1][2] = 0;
Rz[2][0] = 0
Rz[2][1] = 0;
Rz[2][2] = 1;
this.multi(Rz); // If P is the set of surface points, then this method performs the matrix multiplcation: Rx * P
this.erase(); // Note that one could use two canvases to speed things up, which also eliminates the need to erase.
this.draw();
}
// -----------------------------------------------------------------------------------------------------
function processKeyDown(evt)
{
if (evt.ctrlKey)
{
switch (evt.keyCode)
{
case constants.upArrow:
// No operation other than preventing the default behavior of the arrow key.
evt.preventDefault(); // This prevents the default behavior of the arrow keys, which is to scroll the browser window when scroll bars are present. The user can still scroll the window with the mouse.
break;
case constants.downArrow:
// No operation other than preventing the default behavior of the arrow key.
evt.preventDefault();
break;
case constants.leftArrow:
// console.log("ctrl+leftArrow");
surface.zRotate(-1); // The sign determines if the surface rotates "clockwise" or "counterclockwise".
evt.preventDefault();
break;
case constants.rightArrow:
// console.log("ctrl+rightArrow");
surface.zRotate(1);
evt.preventDefault();
break;
}
return; // When the control key is pressed, only the left and right arrows have meaning, no need to process any other key strokes (i.e., bail now).
}
// Assert: The control key is not pressed.
switch (evt.keyCode)
{
case constants.upArrow:
// console.log("upArrow");
surface.xRotate(1);
evt.preventDefault();
break;
case constants.downArrow:
// console.log("downArrow");
surface.xRotate(-1);
evt.preventDefault();
break;
case constants.leftArrow:
// console.log("leftArrow");
surface.yRotate(-1);
evt.preventDefault();
break;
case constants.rightArrow:
// console.log("rightArrow");
surface.yRotate(1);
evt.preventDefault();
break;
}
}
// -----------------------------------------------------------------------------------------------------
Surface.prototype.plot = function(x, y, z)
/*
add the point (x, y, z) (in 3 x 1 vector format) to the surface.
*/
{
this.points.push(point(x, y, z)); // Store a surface point
var x=0;
for (var x = constants.xMin; x <= constants.xMax; x += constants.xDelta)
{
this.points.push(point(x, 0, 0));
}
/*for (var x = constants.xMax+1; x <= constants.xMax+2; x += constants.xDelta)
{
this.points.push(point(11, 0, 0))
}*/
for (var x = constants.xMin; x <= constants.xMax; x += constants.yDelta)
{
this.points.push(point(0, x, 0));
}
for (var x = constants.xMin; x <= constants.xMax; x += constants.yDelta)
{
this.points.push(point(0,0,x));
}
}
function onloadInit()
{
appendCanvasElement(); // Create and append the canvas element to the DOM.
surface.draw(); // Draw the surface on the canvas.
document.addEventListener('keydown', processKeyDown, false); // Used to detect if the control key has been pressed.
}
// -----------------------------------------------------------------------------------------------------
//surface.generate(); // Creates the set of points reprsenting the surface. Must be called before color().
surface.plot(1,1,1);
surface.color(); // Based on the min and max z-coordinate values, chooses colors for each point based on the point's z-ccordinate value (i.e., height).
window.addEventListener('load', onloadInit, false); // Perform processing that must occur after the page has fully loaded.
</script>
</head>
<body>
<p>The z-axis extends out from the center of the screen.<br>
To rotate about the x-axis, press the up/down arrow keys.
To rotate about the y-axis, press the left/right arrow keys.
To rotate about the z-axis, press the ctrl+left/ctrl+down arrow keys.
Note that pressing an arrow key down continuously will not rotate the surface. The surface is rotated once per key press.</p>
<!-- The canvas element is append to the DOM here. -->
</body>
</html>
Text is drawn on a rectangular plane. Let the co-ordinates of top left be (xtl,ytl,ztl)
to right corner be (xtr,ytr,ztr) and bottom left be (xbl,ybl,zbl) then any transformations have to be applied to these coordinates and then the coordoinates for the 2D projection onto the canvas have to be calculated. This will produce a parallelogram into which the text can be drawn but would also need to be transformed.
The simplest would be to calculate the top left corner transformation and draw standard text at that point, perhaps reducing text size depending on z.

Google maps distance approximation

I've started to create a website where it's users are effectively tracked (they know they are being tracked). Users will walk a particular route (around Manchester, UK. to be more precise) of which there are 10 checkpoints. A checkpoint is a static position on the map. Using the Google Maps API I know that I can plot a position on a map i.e. a checkpoint. I am also storing the time at which a user reaches said checkpoint. Taking the distance between checkpoints I am then able to calculate their average speed using basic math.
Now what I would like to do is plot their estimated position based on their speed. The difficulty that I am having is plotting a new position x miles/meters (any unit) from the current position along the route.
Had it been a straight line, this would have been simple.
Is there a way to calculate a distance from the current position along the route?
Are there any restrictions on the number of points?
Are there specific ways of doing this that should be avoided?
To expand my example with an image:
Imagine that a user reached the first place marker at 07:00am and it's estimated they would reach the second place marker at 09:00am. The time now (for example) is 08:00am meaning that (estimated) the user should be about half way between the markers. I would then calculate the distance they have walked (again, estimated) and plot their position on the map "distance" away from the first place marker.
Hopefully I have explained the scenario clear enough for people to understand.
I'm relatively new to the Google maps API so any thoughts would be helpful. Other similar questions have been asked on SO but from what I can see, none have been answered or have requested as many details as I have.
Thanks in advance.
UPDATE: Having spent a lot of time trying to work it out I failed miserably. Here is what I know:
I should create the path using a PolyLine (I can do this, I have a list of lat/lng)
There is a JS extension called epoly.js but this isn't compatible with V3
Using spherical.interpolate wont work because it doesn't follow the path.
I used to do a lot of this stuff in a past life as a cartographer. Your polyline is made up of a succession of points (lat/long coordinates). Between each successive point you calculate the distance, adding it up as you go along until you get to the desired distance.
The real trick is calculating the distance between two lat/long points which are spherical coordinates (ie points on a curved surface). Since you are dealing with fairly small distances you could feasibly convert the lat/long coordinates to the local map grid system (which is flat). The distance between two points is then straight forward right angle pythagoras (sum of the squares and all that). Movable Type website has a lot of good (javascript) code on this here.
The second way would be to do the spherical distance calculation - not pretty but you can see it here
Personally I'd go the route of converting the coordinates to the local grid system which in the UK should be OSGB. Its the least contorted method.
Hope this helps
Edit:
I've assumed that you can extract your polyline coordinates using the google api. I havn't done this in version 3 of the api, but it should be straight forward. Also, the polyline coordinates should be fairly close together that you don't need to interpolate intermediate points - just grab the nearest polyline coordinate (saves you having to do a bearing and distance calculation).
Edit2 - With Code
I've had a go at putting some code together, but probably won't have time to finish it within your time limit (I do have a job). You should be able to get the jist. The coordinate conversion code is lifted from the movable type web site and the basic google maps stuff from one of google's examples. Basically it draws a polyline with mouse clicks, puts the lat/long of each mouse click in table field, converts the coordinate to OSGB and then to OS Grid (see here). After the first click it then calculates the distance between each subsequent point. Hope this gets you on the road.
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="initial-scale=1.0, user-scalable=no" />
<style type="text/css">
html { height: 100% }
body { height: 100%; margin: 0; padding: 0 }
#map_canvas { height: 100% }
</style>
<script type="text/javascript"
src="http://maps.googleapis.com/maps/api/js?sensor=false">
</script>
<script src="Map.js" type="text/javascript"></script>
</head>
<body onload="initialize()" style="width:100%;height:100%">
<div style="margin-right:auto;margin-left:auto;margin-top:100px;width:900px;">
<div id="map_canvas" style="width:600px; height:500px;float:left;"></div>
<div style="float:right;">
<table>
<tr>
<td align="right">Latitude:</td>
<td><input id="txtLatitude" maxlength="11" type="text" class="inputField"/></td>
</tr>
<tr>
<td align="right">Longitude:</td>
<td><input id="txtLongitude" maxlength="11" type="text" class="inputField"/></td>
</tr>
<tr>
<td align="right">Eastings:</td>
<td><input id="txtEast" maxlength="11" type="text" class="inputField"/></td>
</tr>
<tr>
<td align="right">Northings:</td>
<td><input id="txtNorth" maxlength="11" type="text" class="inputField"/></td>
</tr>
<tr>
<td align="right">Distance:</td>
<td><input id="txtDistance" maxlength="11" type="text" class="inputField"/></td>
</tr>
<tr>
<td colspan=2 align="right">
</td>
</tr>
</table>
</div>
</div>
</body>
</html>
Map.js:
function initialize() {
var myOptions = {
center: new google.maps.LatLng(53.43057, -2.14727),
zoom: 18,
mapTypeId: google.maps.MapTypeId.ROADMAP
};
var map = new google.maps.Map(document.getElementById("map_canvas"), myOptions);
var tempIcon = new google.maps.MarkerImage(
"http://labs.google.com/ridefinder/images/mm_20_green.png",
new google.maps.Size(12, 20),
new google.maps.Size(6, 20)
);
var newShadow = new google.maps.MarkerImage(
"http://labs.google.com/ridefinder/images/mm_20_shadow.png",
new google.maps.Size(22, 20),
new google.maps.Point(13, 13)
);
var tempMarker = new google.maps.Marker();
tempMarker.setOptions({
icon: tempIcon,
shadow: newShadow,
draggable: true
});
var latlngs = new google.maps.MVCArray();
var displayPath = new google.maps.Polyline({
map: map,
strokeColor: "#FF0000",
strokeOpacity: 1.0,
strokeWeight: 2,
path: latlngs
});
var lastEast;
var lastNorth;
function showTempMarker(e) {
//Pythagorean distance calculates the length of the hypotenuse (the sloping side)
//of a right angle triangle. Plain (cartesian) coordinates are all right angle triangles.
//The length of the hypotenuse is always the distance between two coordinates.
//One side of the triangle is the difference in east coordinate and the other is
//the difference in north coordinates
function pythagorasDistance(E, N) {
if (lastEast) {
if (lastEast) {
//difference in east coordinates. We don't know what direction we are going so
//it could be a negative number - so just take the absolute value (ie - get rid of any minus sign)
var EastDistance = Math.abs(E - lastEast);
//difference in north coordinates
var NorthDistance = Math.abs(N - lastNorth);
//take the power
var EastPower = Math.pow(EastDistance, 2);
var NorthPower = Math.pow(NorthDistance, 2);
//add them together and take the square root
var pythagorasDistance = Math.sqrt(EastPower + NorthPower );
//round the answer to get rid of ridiculous decimal places (we're not measuring to the neares millimetre)
var result = Math.floor(pythagorasDistance);
document.getElementById('txtDistance').value = result;
}
}
}
function calcCatesian(degLat, degLng) {
var OSGBLL = LL.convertWGS84toOSGB36(new LatLon(degLat, degLng));
var EN = LL.LatLongToOSGrid(OSGBLL);
document.getElementById('txtEast').value = EN.east;
document.getElementById('txtNorth').value = EN.north;
pythagorasDistance(EN.east, EN.north);
lastEast = EN.east;
lastNorth = EN.north;
}
tempMarker.setPosition(e.latLng);
var lat = e.latLng.lat();
var lng = e.latLng.lng();
document.getElementById('txtLatitude').value = lat;
document.getElementById('txtLongitude').value = lng;
calcCatesian(lat, lng);
google.maps.event.addListener(tempMarker, "drag", function() {
document.getElementById('txtLatitude').value = tempMarker.getPosition().lat();
document.getElementById('txtLongitude').value = tempMarker.getPosition().lng();
calcCatesian(lat, lng);
});
tempMarker.setMap(map);
var newLocation = new google.maps.LatLng(lat, lng);
latlngs.push(newLocation);
displayPath.setPath(latlngs);
}
google.maps.event.addListener(map, "click", showTempMarker);
}
// ---- the following are duplicated from LatLong.html ---- //
/*
* construct a LatLon object: arguments in numeric degrees & metres
*
* note all LatLong methods expect & return numeric degrees (for lat/long & for bearings)
*/
function LatLon(lat, lon, height) {
if (arguments.length < 3)
height = 0;
this.lat = lat;
this.lon = lon;
this.height = height;
}
function setPrototypes() {
/*
* represent point {lat, lon} in standard representation
*/
LatLon.prototype.toString = function() {
return this.lat.toLat() + ', ' + this.lon.toLon();
}
// extend String object with method for parsing degrees or lat/long values to numeric degrees
//
// this is very flexible on formats, allowing signed decimal degrees, or deg-min-sec suffixed by
// compass direction (NSEW). A variety of separators are accepted (eg 3ยบ 37' 09"W) or fixed-width
// format without separators (eg 0033709W). Seconds and minutes may be omitted. (Minimal validation
// is done).
String.prototype.parseDeg = function() {
if (!isNaN(this))
return Number(this); // signed decimal degrees without NSEW
var degLL = this.replace(/^-/, '').replace(/[NSEW]/i, ''); // strip off any sign or compass dir'n
var dms = degLL.split(/[^0-9.]+/); // split out separate d/m/s
for (var i in dms)
if (dms[i] == '')
dms.splice(i, 1);
// remove empty elements (see note below)
switch (dms.length) { // convert to decimal degrees...
case 3:
// interpret 3-part result as d/m/s
var deg = dms[0] / 1 + dms[1] / 60 + dms[2] / 3600;
break;
case 2:
// interpret 2-part result as d/m
var deg = dms[0] / 1 + dms[1] / 60;
break;
case 1:
// decimal or non-separated dddmmss
if (/[NS]/i.test(this))
degLL = '0' + degLL; // - normalise N/S to 3-digit degrees
var deg = dms[0].slice(0, 3) / 1 + dms[0].slice(3, 5) / 60 + dms[0].slice(5) / 3600;
break;
default:
return NaN;
}
if (/^-/.test(this) || /[WS]/i.test(this))
deg = -deg; // take '-', west and south as -ve
return deg;
}
// note: whitespace at start/end will split() into empty elements (except in IE)
// extend Number object with methods for converting degrees/radians
Number.prototype.toRad = function() { // convert degrees to radians
return this * Math.PI / 180;
}
Number.prototype.toDeg = function() { // convert radians to degrees (signed)
return this * 180 / Math.PI;
}
// extend Number object with methods for presenting bearings & lat/longs
Number.prototype.toDMS = function(dp) { // convert numeric degrees to deg/min/sec
if (arguments.length < 1)
dp = 0; // if no decimal places argument, round to int seconds
var d = Math.abs(this); // (unsigned result ready for appending compass dir'n)
var deg = Math.floor(d);
var min = Math.floor((d - deg) * 60);
var sec = ((d - deg - min / 60) * 3600).toFixed(dp);
// fix any nonsensical rounding-up
if (sec == 60) {
sec = (0).toFixed(dp);
min++;
}
if (min == 60) {
min = 0;
deg++;
}
if (deg == 360)
deg = 0;
// add leading zeros if required
if (deg < 100)
deg = '0' + deg;
if (deg < 10)
deg = '0' + deg;
if (min < 10)
min = '0' + min;
if (sec < 10)
sec = '0' + sec;
return deg + '\u00B0' + min + '\u2032' + sec + '\u2033';
}
Number.prototype.toLat = function(dp) { // convert numeric degrees to deg/min/sec latitude
return this.toDMS(dp).slice(1) + (this < 0 ? 'S' : 'N'); // knock off initial '0' for lat!
}
Number.prototype.toLon = function(dp) { // convert numeric degrees to deg/min/sec longitude
return this.toDMS(dp) + (this > 0 ? 'E' : 'W');
}
/*
* extend Number object with methods for converting degrees/radians
*/
Number.prototype.toRad = function() { // convert degrees to radians
return this * Math.PI / 180;
}
Number.prototype.toDeg = function() { // convert radians to degrees (signed)
return this * 180 / Math.PI;
}
/*
* pad a number with sufficient leading zeros to make it w chars wide
*/
Number.prototype.padLZ = function(w) {
var n = this.toString();
for (var i = 0; i < w - n.length; i++)
n = '0' + n;
return n;
}
};
setPrototypes();
LL = function() {
// ellipse parameters
var e = {
WGS84: {
a: 6378137,
b: 6356752.3142,
f: 1 / 298.257223563
},
Airy1830: {
a: 6377563.396,
b: 6356256.910,
f: 1 / 299.3249646
}
};
// helmert transform parameters
var h = {
WGS84toOSGB36: {
tx: -446.448,
ty: 125.157,
tz: -542.060, // m
rx: -0.1502,
ry: -0.2470,
rz: -0.8421, // sec
s: 20.4894
}, // ppm
OSGB36toWGS84: {
tx: 446.448,
ty: -125.157,
tz: 542.060,
rx: 0.1502,
ry: 0.2470,
rz: 0.8421,
s: -20.4894
}
};
return {
convertOSGB36toWGS84: function(p1) {
var p2 = this.convert(p1, e.Airy1830, h.OSGB36toWGS84, e.WGS84);
return p2;
},
convertWGS84toOSGB36: function(p1) {
var p2 = this.convert(p1, e.WGS84, h.WGS84toOSGB36, e.Airy1830);
return p2;
},
convert: function(p1, e1, t, e2) {
// -- convert polar to cartesian coordinates (using ellipse 1)
p1.lat = p1.lat.toRad();
p1.lon = p1.lon.toRad();
var a = e1.a, b = e1.b;
var sinPhi = Math.sin(p1.lat), cosPhi = Math.cos(p1.lat);
var sinLambda = Math.sin(p1.lon), cosLambda = Math.cos(p1.lon);
var H = p1.height;
var eSq = (a * a - b * b) / (a * a);
var nu = a / Math.sqrt(1 - eSq * sinPhi * sinPhi);
var x1 = (nu + H) * cosPhi * cosLambda;
var y1 = (nu + H) * cosPhi * sinLambda;
var z1 = ((1 - eSq) * nu + H) * sinPhi;
// -- apply helmert transform using appropriate params
var tx = t.tx, ty = t.ty, tz = t.tz;
var rx = t.rx / 3600 * Math.PI / 180; // normalise seconds to radians
var ry = t.ry / 3600 * Math.PI / 180;
var rz = t.rz / 3600 * Math.PI / 180;
var s1 = t.s / 1e6 + 1; // normalise ppm to (s+1)
// apply transform
var x2 = tx + x1 * s1 - y1 * rz + z1 * ry;
var y2 = ty + x1 * rz + y1 * s1 - z1 * rx;
var z2 = tz - x1 * ry + y1 * rx + z1 * s1;
// -- convert cartesian to polar coordinates (using ellipse 2)
a = e2.a, b = e2.b;
var precision = 4 / a; // results accurate to around 4 metres
eSq = (a * a - b * b) / (a * a);
var p = Math.sqrt(x2 * x2 + y2 * y2);
var phi = Math.atan2(z2, p * (1 - eSq)), phiP = 2 * Math.PI;
while (Math.abs(phi - phiP) > precision) {
nu = a / Math.sqrt(1 - eSq * Math.sin(phi) * Math.sin(phi));
phiP = phi;
phi = Math.atan2(z2 + eSq * nu * Math.sin(phi), p);
}
var lambda = Math.atan2(y2, x2);
H = p / Math.cos(phi) - nu;
return new LatLon(phi.toDeg(), lambda.toDeg(), H);
},
/*
* convert numeric grid reference (in metres) to standard-form grid ref
*/
gridrefNumToLet: function(e, n, digits) {
// get the 100km-grid indices
var e100k = Math.floor(e / 100000), n100k = Math.floor(n / 100000);
if (e100k < 0 || e100k > 6 || n100k < 0 || n100k > 12)
return '';
// translate those into numeric equivalents of the grid letters
var l1 = (19 - n100k) - (19 - n100k) % 5 + Math.floor((e100k + 10) / 5);
var l2 = (19 - n100k) * 5 % 25 + e100k % 5;
// compensate for skipped 'I' and build grid letter-pairs
if (l1 > 7)
l1++;
if (l2 > 7)
l2++;
var letPair = String.fromCharCode(l1 + 'A'.charCodeAt(0), l2 + 'A'.charCodeAt(0));
// strip 100km-grid indices from easting & northing, and reduce precision
e = Math.floor((e % 100000) / Math.pow(10, 5 - digits / 2));
n = Math.floor((n % 100000) / Math.pow(10, 5 - digits / 2));
var gridRef = letPair + e.padLZ(digits / 2) + n.padLZ(digits / 2);
return gridRef;
},
LatLongToOSGrid: function(p) {
var lat = p.lat.toRad(), lon = p.lon.toRad();
var a = 6377563.396, b = 6356256.910; // Airy 1830 major & minor semi-axes
var F0 = 0.9996012717; // NatGrid scale factor on central meridian
var lat0 = (49).toRad(), lon0 = (-2).toRad(); // NatGrid true origin
var N0 = -100000, E0 = 400000; // northing & easting of true origin, metres
var e2 = 1 - (b * b) / (a * a); // eccentricity squared
var n = (a - b) / (a + b), n2 = n * n, n3 = n * n * n;
var cosLat = Math.cos(lat), sinLat = Math.sin(lat);
var nu = a * F0 / Math.sqrt(1 - e2 * sinLat * sinLat); // transverse radius of curvature
var rho = a * F0 * (1 - e2) / Math.pow(1 - e2 * sinLat * sinLat, 1.5); // meridional radius of curvature
var eta2 = nu / rho - 1;
var Ma = (1 + n + (5 / 4) * n2 + (5 / 4) * n3) * (lat - lat0);
var Mb = (3 * n + 3 * n * n + (21 / 8) * n3) * Math.sin(lat - lat0) * Math.cos(lat + lat0);
var Mc = ((15 / 8) * n2 + (15 / 8) * n3) * Math.sin(2 * (lat - lat0)) * Math.cos(2 * (lat + lat0));
var Md = (35 / 24) * n3 * Math.sin(3 * (lat - lat0)) * Math.cos(3 * (lat + lat0));
var M = b * F0 * (Ma - Mb + Mc - Md); // meridional arc
var cos3lat = cosLat * cosLat * cosLat;
var cos5lat = cos3lat * cosLat * cosLat;
var tan2lat = Math.tan(lat) * Math.tan(lat);
var tan4lat = tan2lat * tan2lat;
var I = M + N0;
var II = (nu / 2) * sinLat * cosLat;
var III = (nu / 24) * sinLat * cos3lat * (5 - tan2lat + 9 * eta2);
var IIIA = (nu / 720) * sinLat * cos5lat * (61 - 58 * tan2lat + tan4lat);
var IV = nu * cosLat;
var V = (nu / 6) * cos3lat * (nu / rho - tan2lat);
var VI = (nu / 120) * cos5lat * (5 - 18 * tan2lat + tan4lat + 14 * eta2 - 58 * tan2lat * eta2);
var dLon = lon - lon0;
var dLon2 = dLon * dLon, dLon3 = dLon2 * dLon, dLon4 = dLon3 * dLon, dLon5 = dLon4 * dLon, dLon6 = dLon5 * dLon;
var N = I + II * dLon2 + III * dLon4 + IIIA * dLon6;
var E = E0 + IV * dLon + V * dLon3 + VI * dLon5;
E = Math.floor(E * 100) / 100;
N = Math.floor(N * 100) / 100;
//return this.gridrefNumToLet(E, N, 8);
return { east: E, north: N }
;
}
}
} ();
I think you are looking for something similar to this function, which returns a point a certain percentage along a given line. Unfortuntaely I'm not aware offhand of a javascript port of this function, but it's probably worth a look.
Meanwhile here's a quick concept for a hack that may give you enough detail for your needs:
Start with your polyline (for simplicity's sake let's assume you have just a single path, which is a series of LatLngs)
When you want to estimate where the person is, take their percentage along the path as determined by the time (for example 8am they are 50% along)
Now for each LatLng in your path, calculate it's fractional distance along the total length of the path by adding the distances between LatLngs (you can use the computeLength for the path, and computeDistanceBetween for each LatLng)
As soon as you get to a fraction >50% along (in this case), you know the person is inbetween this LatLng and the previous one. You can then calculate exactly how far along as well to place the point exactly if you wish, or just skip this step if it's a pretty short segment and put their marker at one of these LatLngs.
The above is the general concept, but of course you should optimize by precomputing the percentage distances for each LatLng just once for each Path and storing that in a separate object, and keep track of your last index in the path so you don't start from the beginning next time you calculate their distance along, etc.
Hope this helps.
I think you pretty much got the answer already, except for one little detail that I haven't seen anybody mention explicitly: you need to use the encoded polyline from the steps to get to the point where you will be interpolating between two points that are close enough so that the straight line between them is a good approximation to the shape of the route.
Let's see an example:
Driving directions from Madrid to Toledo:
http://maps.googleapis.com/maps/api/directions/json?origin=Toledo&destination=Madrid&region=es&sensor=false
The median point (half way through the whole route) would be somewhere in the biggest step which is nearly 50 km long:
{
"distance" : {
"text" : "49.7 km",
"value" : 49697
},
"duration" : {
"text" : "26 mins",
"value" : 1570
},
"end_location" : {
"lat" : 40.26681000000001,
"lng" : -3.888580
},
"html_instructions" : "Continue onto \u003cb\u003eAP-41\u003c/b\u003e\u003cdiv style=\"font-size:0.9em\"\u003eToll road\u003c/div\u003e",
"polyline" : {
"points" : "kdtrFj`~VEkA[oLEy#Cs#KeAM_BOgBy#eGs#iFWgBS{AQ{AQcBMuAM}BKcBGiCM_EGaFKgEKeDOqC[yFWwCIi#Is#i#_EaAsFy#aEeAcEsAqEuAeE]w#k#qAeAcCm#sA}#cBgB{CaBgCiEyFuB}BsBuBaDwCa#]_CsBmD_Di#g#aAaAs#s#{#aAU[q#w#s#{#wE{Ge#s#_#o#a#q#o#kAmAaCaAqBeAcCw#kBy#yBw#_Cg#aB}AkEoBgFyDwIcBwDa#iAcBwCgAcBsAiBy#uAeCiDqBeCaB_BuA_BiDeC{#o#u#k#cD{B}#g#y#_#k#]cD_BkD{AwBu#cA]eAYsD_AuE_AqBY{Du#_BW_AQm#K_AOiAWuAa#qA_#mA_#aBi#MGOGMGy#[OI_Bw#uBkAkDsBaAg#oEiCg#YeEcC}As#m#WqCmAmEeBuAe#mDeAqCq#qCm#iB]eBY}BYeCYi#C{#IgBMwCMmAEmAC{A#mB?wBFsBBiBHeAJcBNgBNcBRcC\\qCd#sBb#eAXeBd#uBn#{Bp#uAd#}B~#gD|AmCrA{#j#}Az#kDvB{AbAqA|#}AnAaAx#aAv#}AtAaA`AwClD{HzImH~IiF|F{#~#o#v#qAhAsAhAqA`AyAbA{A~#m#Xw#h#gCnAiBz#uAt#wAh#}#XwCz#qBd#qCf#gBXkBTw#FaCTmDPsADwDJgCFoFXwDXoDb#gCd#wB`#gCh#_D~#qC~#gC~#wChAmDxAaC|#sCbAgEzAuGbBaB`#cFdAo#NoAXiC^cD^oDXmEToBJkABA?Q#_##yDBwBAoB?wBEm#A_CKO?_EUcD[eEe#uAQq#I]GqDs#e#Ii#K_#IOEgAWk#MsBi#mBg#WIc#MkEwA{Am#yB}#yDcB_CgAsAs#eB}#aBaAiD{ByCqBkA}#mA}#uAiAwCcCyAoAmEiE{#aAgAyA{#cAmAuAaBsBkAyAgBcCwAoBwAwByCyEyBmD{BsDgCaEuA{Co#eAuC_Fs#iA{#iAo#_A{A}BkGmHmAwAeBaBcBeBcHsGmCkCyCyCm#m#m#m#_A_AkDaDkCiCkDgD}#y#iE_FcC}CkBkCw#gAs#cAcC{D_BmCe#}#}AuCsAkCiCqFkAgCe#kAgAeCw#mBuAaDWg#g#iAEE{AqCq#kA_#k#oCwDuAeBoAqAUQ_#YMOm#k#e#g#_#]u#m#k#a#i#_#YOSOe#[k#_#w#c#a#Ok#WyAo#y#[eBm#}Ac#{Bk#kASwBS}AMyBO}BGuGJsAJmCRuDn#iCn#}C`AwBx#kB|#{BfAmBfAkCdBaCzA_BpA_BlAuAnAeCdCuD`EgBzBgClDyBrD{AtCy#bB_#b#Wl#c#`AWr#KVSd#MXIPGPSd#MZQb#MZ_#bAm#dBQd#[`A_#jAGRIVGPGVIVSt#k#xBe#jBKd#U`As#nDKb#Q`AgAtHADM~ACNK|#SpBQhBKnBKxACv#OhDO~EGdFAhA#|CC~B?rA#vB#hB#dD#vBAbCCvCEzBGpBEpAEpAKrBI~#Ej#Et#WxCa#vDYrBq#bEQfAUnAy#vD}BtJUx#K^wBfGwCdHqBxD_B`CsBbDwCnEgCrCuCzCyBpBiCzBmBvAaC|AuAv#eAj#OHuAp#}#^oBz#eExAgBb#uFpAaC`#mDb#iCRmADaDFy#B}E?aEQaJcAuB]uA[uBc#kDu#eD{#{Cs#iDu#wBe#eEo#{BQwDYiEMkBEaA?aA?aB?_B#aBDsBJwDT{Ed#o#JcALi#JcBVuBb#sA\\eAV{Ct#aA\\cBh#_Bh#mAb#sCpAwDhB_CpA}BvAg#\\mAr#aBjAqBzAgBxAeBzAoBlB_C~BgAhAUV[`#uCjD_BvBQVGDw#fAiAdBeAdBuC`Fe#|#wCbGU^]r#]r#oAvCeApCQZKXo#vBu#|B}#zCoAjEg#vBc#~AOt#k#~Bu#jD}#tDc#zAW`AWv#Ux#[bAw#xBuAhD{#jByCvFcClDwBvCkCrCgCdCsBzAgBnAkBjAkBbAmAj#gAf#mDjAsBl#sBf#uBb#oBXaBLiBNaADgABuABkBCgEUuCU}Ck#_Cg#kCu#yB{#{BaAqBaA}#i#kAq#OIe#[g#_#a#WmAaAeAy#iAeA}#_AmAsAu#w#{#gA_#e#o#cAk#_Ay#sAYm#_#m#_#u#]q#u#cBi#eA[y#Se#g#iAYs#_#oAMi#[aAa#uA_#wAS}#a#cB]wAWqAI]CKgAyDu#yCo#eCgAmDu#cCmAoDmBwEgAaCa#_AcByCqDwGiBkCw#iAgBaCkAoAiC{CkBiBuAsAoBcBeEaD}BaBs#c#gCyAKEoBgAuAk#eBy#oAe#uCcAgBo#mD_AkCk#kAUsASgAQeAIm#ImCW_E[_FWwCSkBMuAM[E{#IGAmBUmCc#}#QcAUsA_#cAWgBi#w#UwAk#a#MmAi#eAe#yBiAk#[SMKEw#g#k#_#w#e#aC_Bc#]yBgBeCmB}BmB}BsB_BoAw#o#s#g#oDiCuA{#_BcAgAq#uBsAaAc#{#_#y#_#sAm#yD}AeDgAsDiAeCeAaCy#iCgAiBcAeAc#c#OyE{A{Ag#y#YaBm#{Aq#gAm#i#][YMMYWaGwGi#y#{A{B_A{Aw#iAs#iA_A}AcAaBsAiBeBkBoAiAaBsA{AcAoAq#iB}#qBu#wBk#cBa#qAW}#I}CSwEBiDVcBR_BXiCr#gBp#wBbAkAp#qA|#y#l#wCjC{#~#gArAmCzDiAnBm#tAu#jBq#pBmAvDwAnFw#bCELq#tBw#pBgAdCS\\qCnF_#f#yBtC{AhBqAvAkBhB{ArAyAhAg#Ze#Z{BrAiBz#SHy#^OFs#X_AZ_Bd#WJaDr#}B\\eBPoBNq#F_##iC#gACu#Ai#Ey#IQC_B[}Bo#_#Ks#S"
},
"start_location" : {
"lat" : 39.92150,
"lng" : -3.927260
},
"travel_mode" : "DRIVING"
},
I'm afraid this polyline is too long (2856 characters) to display it directly in the Static Maps API, but that's not necessary, it'd just be a nice way to show the polyline right here. Anyway, you can use the Interactive Polyline Encoder Utility to paste this encoded polyline (after replacing \\ with \) to see it.
Now, let's imagine you need to find the point in this route that is exactly 20 km. from the start of this step. That is, the point between start_location and end_location that is 20,000 meters from start_location, along the route defined by the above polyline.
In your app, you'd use the Encoding Methods in the Geometry Library (which you need to load explicitly) to decode this polyline into the whole array of LatLng points. You'd then use the computeDistanceBetween between each two adjacent points to figure out which one is the first LatLng point (Y) in that polyline that is more than 20,000 from start_location. Then you take that point plus the previous one (X) and do the straight-line interpolation between X and Y. At this point, you can count on the straight line between these two points to be a reasonable approximation to the shape of the route.
Mind you, this is a fairly detailed calculation that may turn up too expensive. If you hit performance issues due to the big size of the polyline, you can simplify it by dropping part of the points. Doing this simplification smartly may be, again, expensive though, so I'd keep it simple ;)
I would say it's doable. :-) This is how I visualize it, but I haven't tested any of it.
First define a PolyLine based on the "guessed route" which the users are supposed to take. Store that in a local variable in your js. It will be handy to have lots of points, to make the estimated point better.
Then set up an interval (window.setInterval) to check for updates in users positions, say every 30 seconds. If the position is newer than the interval - display the known position and draw a solid line from the last known position, creating a line of known data. (setPath)
When no new data is present, do a simple velocity calculation using the latest few known points.
Using the velocity and the timeframe calculate an estimated travel distance.
Using the calculated distance, load your estimated route object and "walk" point by point in the "guessed route" until the pseudo walked distance is almost equal to your estimate. Then return the point where you have reached the right distance.
Draw a dotted line from the last known location to the guessed one.
Good luck!
PS.
A PolyLine is a line object consisting of many paths and waypoints
Calculate lengths between points using geometry spherical namespaces function "computeLength"
This site: http://www.gmap-pedometer.com/ may be of interest, as it lets the user draw routes, and adds mile or km markers along the route, so it must be doing a similar calculation to the one you require.